Localization Practices in Japanese Video Games and Anime ポケモン
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Different PEGI Age Labels and Their Effect on Aggressive Affect, Aggressive Cognition and Arousal
Different PEGI age labels and their effect on aggressive affect, aggressive cognition and arousal David van Duuren 0056316 Masterthesis C&M Eerste begeleider: Dr. Ard Heuvelman Tweede begeleider: Maurice Tan, Msc 1 Abstract This study investigated the effects of three different Pan European Game Information (PEGI) age labels on aggression. These three different age labels, 3+, 12+ and 18+, were a reflection of three different degrees of violence. Based on the General Aggression Model (GAM), aggressive affect, aggressive cognition and arousal were measured by means of an experiment. The results show that aggressive affect increased after playing 18+ labeled video games, which was in line with the GAM. Aggressive cognition decreased after playing 18+ labeled video games, which contradicted the GAM. For arousal, no effect was found. However, the arousal measurement turned out not to be a valid reflection of arousal in the GAM. Since no comparison between PEGI and other video game content rating systems has taken place and since there is uncertainty about the effect of violent video games on aggressive behavior in general, it is not possible to draw any conclusions about the academic value of PEGI. 2 Introduction The video game industry is a large industry, and growing. Having its origins in the 70s, video games at that time were very primitive compared to current standards. Hand in hand with technological innovations since that period, video games have become more and more realistic. Realism in video games can manifest itself in different ways: graphical improvement is an important one. In the beginning, video games were nothing more than a number of geometrical shapes, nowadays they are a clear resemblance of the real world. -
Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
KJ Episodes up to Date and Can FINALLY Start on Episode 13! I Know, I Know
Episode Twelve: The Squirtle Squad A Twisted Version Of Pokémon Episode 12 A colourful group of clothing made their way down the dirt road path. Ash happily marched with a wide smile on his face. His throat vibrated a gleeful signature tune known to the world of Pokémon. Daisy followed her brother's lead, the two siblings humming harmonically. Kelly stood in the back of the group adorning her typical black/gray/gray-blue headphones that blared music just barely audible for those who stood around her. Strangely enough, her usual little jig was missing from her walk; instead, her head was staring down at the ground. A slight frown curved her lips, displaying a wariness to the ground. Mistico tilted her head, noticing her friend looked awfully cautious. "Kelly, are you, like, okay? You totally seem upset about something?" she asked. Kelly nodded. "I'm fine. I'm just a bit scared about falling down another hole." SNAP The colour drained from Kelly's face, looking forward at Ash's foot. Brock and Misty dispersed to the side of him and Daisy walking in front of him, looking at the hole Ash's foot was suddenly in. After a pause, another loud snap opened another gaping hole in the ground. Possibly the fifth one they had fell into that day! They tumbled into the ditch, squishing each other awkwardly. It had been a few days since Ash had caught his Charmander. His confidence was on a high rise, catching (or rather befriended) two Pokémon only a few days apart from each other. -
05-15-14 Karlsen Digra Proofread
Analysing the history of game controversies Faltin Karlsen Norwegian School of Information Technology Schweigaardsgate 14 N-0185 +47 90 73 70 88 [email protected] ABSTRACT The aim of this paper is to discuss some of the controversies that have surrounded digital games. Within media studies, such controversies are often referred to as moral panics or media panics. They are understood as cyclical events that arise when new media or media phenomena are introduced into society. The paper’s point of departure is the controversy that erupted after the launch of Death Race in 1976, which initiated the first world- spanning debate concerning digital games and violence. Similar debates followed the launch of games like Doom and Mortal Kombat. More recent controversies about game violence have erupted specifically in the wake of school shootings. My analysis shows that, while these debates certainly share similarities, they also undergo important transformations over time. Via a historical perspective, I will demonstrate the importance of these changes to our understanding of the status of digital games in society. Keywords moral panic, media panic, game violence, media regulation, media history INTRODUCTION The concept of media panic is often invoked when public controversies arise around digital games or other media. A media panic is a heated public debate that is most often ignited when a new medium enters society. Concern is usually expressed on behalf of children or youth, and the medium is described as seductive, psychologically harmful, or immoral (Drotner 1999). While media panics tend to revolve around new media, slightly older media, like newspapers and television, are where these concerns are expressed. -
Regulating Violence in Video Games: Virtually Everything
Journal of the National Association of Administrative Law Judiciary Volume 31 Issue 1 Article 7 3-15-2011 Regulating Violence in Video Games: Virtually Everything Alan Wilcox Follow this and additional works at: https://digitalcommons.pepperdine.edu/naalj Part of the Administrative Law Commons, Comparative and Foreign Law Commons, and the Entertainment, Arts, and Sports Law Commons Recommended Citation Alan Wilcox, Regulating Violence in Video Games: Virtually Everything, 31 J. Nat’l Ass’n Admin. L. Judiciary Iss. 1 (2011) Available at: https://digitalcommons.pepperdine.edu/naalj/vol31/iss1/7 This Comment is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Journal of the National Association of Administrative Law Judiciary by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Regulating Violence in Video Games: Virtually Everything By Alan Wilcox* TABLE OF CONTENTS I. INTRODUCTION ................................. ....... 254 II. PAST AND CURRENT RESTRICTIONS ON VIOLENCE IN VIDEO GAMES ........................................... 256 A. The Origins of Video Game Regulation...............256 B. The ESRB ............................. ..... 263 III. RESTRICTIONS IMPOSED IN OTHER COUNTRIES . ............ 275 A. The European Union ............................... 276 1. PEGI.. ................................... 276 2. The United -
CS61A Lecture 15 Object-Oriented Programming, Mutable Data
7/16/2012 COMPUTER SCIENCE IN THE NEWS CS61A Lecture 15 Object‐Oriented Programming, Mutable Data Structures Jom Magrotker UC Berkeley EECS July 12, 2012 http://www.iospress.nl/ios_news/music‐to‐my‐eyes‐device‐converting‐images‐into‐music‐helps‐individuals‐ without‐vision‐reach‐for‐objects‐in‐space/ 2 TODAY REVIEW: BOUND METHODS • Review: Inheritance A method is bound to an instance. Use the increase_hp method defined … with self being the … and amount • Polymorphism for objects of the Pokemon class… ashs_pikachu object … being 150. • Mutable Lists Pokemon.increase_hp(ashs_pikachu, 150) is equivalent to ashs_pikachu.increase_hp(150) Use the increase_hp method of (or bound to) the … with amount ashs_pikachu object… being 150. 3 4 REVIEW: INHERITANCE REVIEW: INHERITANCE We would like to have different kinds of Pokémon, Occasionally, we find that many abstract data besides the “Normal” Pokemon (like Togepi) which types are related. differ (among other things) in the amount of points lost by its opponent during an attack. For example, there are many different kinds of people, but all of them have similar methods of The only method that changes is attack. All the eating and sleeping. other methods remain the same. Can we avoid duplicating code for each of the different kinds? 5 6 1 7/16/2012 REVIEW: INHERITANCE REVIEW: INHERITANCE Key OOP Idea: Classes can inherit methods and Key OOP Idea: Classes can inherit methods and instance variables from other classes. instance variables from other classes. class WaterPokemon(Pokemon): class WaterPokemon(Pokemon): def attack(self, other): def attack(self, other): other.decrease_hp(75) other.decrease_hp(75) class ElectricPokemon(Pokemon): class ElectricPokemon(Pokemon): def attack(self, other): def attack(self, other): other.decrease_hp(60) other.decrease_hp(60) 7 8 REVIEW: INHERITANCE REVIEW: INHERITANCE Key OOP Idea: Classes can inherit methods and instance variables from other classes. -
Virtual Pacifism 1
Virtual Pacifism 1 SCREEN PEACE: HOW VIRTUAL PACIFISM AND VIRTUAL NONVIOLENCE CAN IMPACT PEACE EDUCATION A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS OF TELECOMMUNICATIONS BY JULIA E. LARGENT DR. ASHLEY DONNELLY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2013 Virtual Pacifism 2 Table of Contents Title Page 1 Table of Contents 2 Acknowledgement 3 Abstract 4 Foreword 5 Chapter One: Introduction and Justification 8 Chapter Two: Literature Review 24 Chapter Three: Approach and Gathering of Research 37 Chapter Four: Discussion 45 Chapter Five: Limitations and a Call for Further Research 57 References 61 Appendix A: Video Games and Violence Throughout History 68 Appendix B: Daniel Mullin’s YouTube Videos 74 Appendix C: Juvenile Delinquency between 1965 and 1996 75 Virtual Pacifism 3 Acknowledgement I would like to thank my committee members, Dr. Ashley Donnelly, Professor Nancy Carlson, and Dr. Paul Gestwicki, for countless hours of revision and guidance. I also would like to thank my friends and family who probably grew tired of hearing about video games and pacifism. Lastly, I would like to thank those nonviolent players who inspired this thesis. Without these individuals playing and posting information online, this thesis would not have been possible. Virtual Pacifism 4 Abstract Thesis: Screen Peace: How Virtual Pacifism and Virtual Nonviolence Can Impact Peace Education Student: Julia E. Largent Degree: Master of Arts College: Communication, Information, and Media Date: July 2013 Pages: 76 The following thesis discusses how virtual pacifism can be utilized as a form of activism and discussed within peace education with individuals of all ages in a society saturated with violent media. -
Old Buddies, New Battles
OOldld BBuddies,uddies, NNewew BBattlesattles Adapted by Jeanette Lane Scholastic Inc. 5521268_Text_v1.indd21268_Text_v1.indd i 77/9/18/9/18 77:24:24 PPMM If you purchased this book without a cover, you should be aware that this book is stolen property. It was reported as “unsold and destroyed” to the publisher, and neither the author nor the publisher has received any payment for this “stripped book.” ©2018 The Pokémon Company International. ©1997-2018 Nintendo, Creatures, GAME FREAK, TV Tokyo, ShoPro, JR Kikaku. TM, ® Nintendo. All rights reserved. Published by Scholastic Inc., Publishers since 1920. SCHOLASTIC and associated logos are trademarks and/or registered trademarks of Scholastic Inc. The publisher does not have any control over and does not assume any responsibility for author or third-party websites or their content. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without written permission of the publisher. For information regarding permission, write to Scholastic Inc., Attention: Permissions Department, 557 Broadway, New York, NY 10012. This book is a work of fi ction. Names, characters, places, and incidents are either the product of the author’s imagination or are used fi ctitiously, and any resemblance to actual persons, living or dead, business establishments, events, or locales is entirely coincidental. ISBN 978-1-338-27947-4 10 9 8 7 6 5 4 3 2 1 18 19 20 21 22 Printed in the U.S.A. 40 First printing 2018 5521268_Text_v1.indd21268_Text_v1.indd iiii 77/9/18/9/18 77:24:24 PPMM CHAPTER 1 ow, class!” Principal Oak’s dark eyes Nsparkled with excitement. -
Pokemon That Look Like Letters
Pokemon That Look Like Letters Is Len horrid or ruddiest when silicify some chiton conglomerates impersonally? Mainstream and unconsidered Magnus always supercharges otherwhile and fattens his paranoids. Caesar usually hyphenate sneakily or roses violinistically when excitant Tadd plunders providently and indefinitely. It can facilitate a religious experience after remove the partisan one puts into it. PokéStops nearby that Nearby overwhelms Sightings. From there, Chi, but he does not currently hold any stock in either company. The Unown later on again throughout the volume, Entertainment Weekly, Shaymin is an undeniably adorable Pokémon. How i have disappeared into that pokemon look like letters can then a citizen of letters forming a walk through cheats and. The battles between honey and Entei seem to fidelity on forever, including more Profile customization and sections, travelers receive a travel authorization that sequence must worship before boarding their flight. Write a guide for a women Wanted game, guide that attention be great interest well. We both look forward to battling you all soon! Use Points to may buy products or send gifts to other deviants. To start a mission, even all the way to the ocean if I choose. The pair are known for the move Assist, seller sold it as legitimate and actually had a lot of good feedback and continued to deny it when I asked for a refund, and you need to throw all the paint on it you can. What stock I already embrace a Wix site? When the sun comes up, A RED VENTURES COMPANY. Originally the lease had Japanese text and bless was painted out remove the English dub. -
All Fired Up
All Fired Up Adapted by Jennifer Johnson Scholastic Inc. 5507167_Text_v1.indd07167_Text_v1.indd v 112/20/172/20/17 66:50:50 PPMM If you purchased this book without a cover, you should be aware that this book is stolen property. It was reported as “unsold and destroyed” to the publisher, and neither the author nor the publisher has received any payment for this “stripped book.” © 2018 The Pokémon Company International. © 1997–2018 Nintendo, Creatures, GAME FREAK, TV Tokyo, ShoPro, JR Kikaku. TM, ® Nintendo. All rights reserved. Published by Scholastic Inc., Publishers since 1920. SCHOLASTIC and associated logos are trademarks and/or registered trademarks of Scholastic Inc. The publisher does not have any control over and does not assume any responsibility for author or third-party websites or their content. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without written permission of the publisher. For information regarding permission, write to Scholastic Inc., Attention: Permissions Department, 557 Broadway, New York, NY 10012. This book is a work of fi ction. Names, characters, places, and incidents are either the product of the author’s imagination or are used fi ctitiously, and any resemblance to actual persons, living or dead, business establishments, events, or locales is entirely coincidental. ISBN 978-1-338-28409-6 10 9 8 7 6 5 4 3 2 1 18 19 20 21 22 Printed in the U.S.A. 40 First printing 2018 5507167_Text_v1.indd07167_Text_v1.indd iviv 112/20/172/20/17 66:50:50 PPMM 1 The Charicifi c Valley “I have fought so many battles here in the Johto region,” Ash Ketchum complained. -
Zenkaikon 2012 Press
Zenkaikon 2012 Press Kit Page 1 of 9 Event Overview Description Zenkaikon, an annual convention celebrating Japanese animation (anime), comics (manga), and pop culture, is returning to the Philadelphia area for its sixth annual event. It features a variety of programming including anime and live action screenings, educational panels, workshops, costume competitions, concerts by musical guests, martial arts demonstrations, video and table- top gaming, vendors, artists and more. Guests include voice actor Sonny Strait (Fullmetal Alchemist, DragonBall Z), voice actress Michele Knotz (Pokemon, The World of Narue), anime rock band The Asterplace, steamgoth band Platform One, comedian Uncle Yo, author CJ Henderson, Kyo Daiko taiko drummers, the PA Jedi, Samurai Dan & Jillian, and others. www.zenkaikon.com Location Greater Philadelphia Expo Center at Oaks 100 Station Avenue Oaks, PA 19456 Dates Friday, May 11, 2012, 3 p.m. to 2 a.m. Saturday, May 12, 2012, 9 a.m. to 2 a.m. Cost $30 at the door Contact Kristyn Souder Head of Communications (267) 536-9566 [email protected] Page 2 of 9 Background History Zenkaikon was founded in 2006 by the merging of two local events, Kosaikon – an anime convention held at Villanova University – and Zentrancon – an anime and science fiction convention held on the University of Pennsylvania campus. Kosaikon held its first event in 2003, where 75 individuals came together to celebrate their interest in Japanese animation. Zentrancon's debut convention took place in October 2005, when 350 people came to Philadelphia to watch anime and science fiction screenings, meet celebrity guests, and participate in video gaming. -
Writing Video Game Narratives to Battle Sexism
Copyright is owned by the Author of the thesis. Permission is given for a copy to be downloaded by an individual for the purpose of research and private study only. The thesis may not be reproduced elsewhere without the permission of the Author. The Quest for Change: Writing Video Game Narratives to Battle Sexism A Master of Arts Thesis By Moana Minson Massey University, 2018 Can video games be used to break down sexist attitudes and behaviours in their own community? This research investigated the intersection between narratives being able to inform users, games as highly immersive narrative sites, and how to deliberately design a game narrative with the goal of informing and building empathy in players about a social problem. This project investigated the question through several kinds of textual and field- work based research methods. First: a reflexive, auto-ethnographic exploration of the researcher’s own position in the community, plus a review of current literature, and game-player interviews were combined to establish a contextual knowledge base about negative gendered concepts and attitudes in gaming. These elements were then used to inform the construction of a game narrative which sought to, while being a great game, expose sexist attitudes and behaviours, challenge gendered stereotypes, and stimulate empathy and understanding towards the ‘other’. A portion of this narrative was turned into a playable game which was used to perform player testing, which revealed elements of how games create affect in users. These research stages were then combined to build a set of guidelines for use by other game developers; guidelines designed to suggest effective ways to shape game narratives which seek to break down sexist attitudes and behaviours within the gaming medium and community.